Space Engineers

Space Engineers

4,501 ratings
Energy Shields
23
8
6
38
5
9
4
6
5
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
115.072 MB
Jul 19, 2015 @ 11:55am
Feb 18, 2023 @ 2:17pm
97 Change Notes ( view )

Subscribe to download
Energy Shields

Description
NEWS:
All new models have been contributed by Shaostoul!

Description:

This mod adds fully functional shield generators to the game that protect the whole grid from incoming damage! You can also upgrade them with special modules to boost their stats, or change their stats through the config file to your taste.

The mod now offers two seperate recharge modes:

The default mechanics are similar to Eve Online, they have their recharge rate peak at 25%, and below or above that it is slowly reduced.

The alternative mode, activatable through the config file, works like in many popular games like Halo. The shields will recharge quite fast after taking no damage for a certain amount of time (four seconds / 240 ticks by default).

Following are the default values for all blocks, you can change most of them in the config file:

Small Shield Generator (large ship):

Size: 1x2x1
Power: 4.5MW
Base Shield Strength: 10,000 points
Base Recharge Rate: 1 points per tick

Small Shield Generator (small ship):

Size: 1x1x1
Power: 200kW
Base Shield Strength: 350 points
Base Recharge Rate: 0.1 points per tick

Large Shield Generator (large ship):

Size: 2x4x2
Power: 85MW
Base Shield Strength: 200,000 points
Base Recharge Rate: 100 points per tick
Upgrade Slots: 16

Large Shield Generator (small ship):

Size: 3x3x3
Power: 4.5MW
Base Shield Strength: 10,000 points
Base Recharge Rate: 3 points per tick

Shield Capacitor (large ship):

Size: 1x1x1
Power: +100% of base power consumption
Shield Strength Increase: +100% of base points

Shield Flux Coil (large ship):

Size: 1x1x1
Power: +100% of base power consumption
Shield Recharge Increase: +500% of base recharge

To read out the current shield strength of the grid, write ":" behind the name of a Shield Generator, the shield strength will be updated automatically from there.

You can also write "/shield ShowOnHud add" into the chat while sitting in a cockpit to show the ships shield status on your HUD. To remove the output type "/shield ShowOnHud remove".

Config File

In your AppData/Roaming/SpaceEngineers/Storage/EnergyShields_EnergyShields/ folder you can find the configuration file EnergyShieldsRelease.cfg that is generated if you have started the mod once. There you can change the values of the generators and upgrade modules to your taste.

All config values are explained below. Each time value is measured in ticks, and the game runs with 60 ticks per second. If you don't find some of the options in your config file, remove it and let it regenerate automatically with the next mod startup.

For shield generators:

"basePoints": The number of shield points one generator of that type adds to the grid. It accepts floating point numbers.
"baseRechargePeak": The number of shield points per tick that the shield regenerates at 25% strength. For the alternative mode, it is this value flat. It accepts floating point numbers.
"basePowerConsumption": (Currently out of use, might change in the future again) Regulates the power consumption of the generator in MegaWatts. It accepts floating point numbers.

For upgrade modules:

"basePointsPercentage:" Defines how much shield points a Capacitor adds to the shield generator. By default, it adds worth an additional shield generator of that type. It accepts floating point numbers.
"baseRechargePeakPercentage": Defines how much the shield generation is boosted by one modules. By default the generators current recharge is multiplied by five and added to the generator. It accepts floating point numbers.
"basepowerConsumption": (Currently out of use, might change in the future again) Regulates the power consumption of the upgrade module in relation to the generator it is attached to. It accepts floating point numbers.

Alternative recharge mode:

"AlternativeRechargeMode": Enables or disables the alternative recharge mode that behave like described above. Accepts "true" or "false".
"AlternativeRechargeDelay": Defines the delay in ticks until the shield starts regenerating again after taking damage. By default it is 240 ticks, or 4 seconds. Accepts integers.
"AlternativeRechargeMultiplier": Defines how much the baseRechargePeak value is being multiplied when regenerating, to make the shields feel different and load faster then in default mode. It accepts floating point numbers.

Miscellaneous:

"BlockGrinding": Defines if it is possible to grind blocks, even though they are protected by a shield. Accepts "true" or "false".
"collisionAndGrindDamageModifier": Multiplies the amount of damage the shield takes from collisions and grinders/drills. It accepts floating point numbers.
"directDamageModifier": Multiplies the amount of damage the shields take from explosives and weapon projectiles. It accepts floating point numbers.
"StatusUpdateInterval": The interval in ticks it takes for a shield generator to update its strength status :(XXXXX/YYYYY) in its name. By default it is set to 100 ticks. A ChangeNameMessage is send to ALL clients when it happens, so don't go overboard with it. I personally prefer 10 ticks. Accepts integers.

KNOW BUGS:

- The new decal system disrespects the damage system

Recommended Addons:

(THYA) Shield HUD Script: An advanced script to easily display your shield status on an LCD with all sorts of fancy graphics!


Special Thanks to:
- Shaostoul contributing new, awesome models!

BUILDING A COMMUNITY
Shaostoul is building a community focused on working together, helping one another out, and generally being a swell bunch of nerds. Everyone is invited to join the community to encourage jolly collaboration and shenanigans in a mostly pleasant environment.
DISCORD[discord.gg] - The hub of it all. Dank memez encouraged.
PATREON[www.patreon.com] - Helps me help you and create mods/content. <3
YOUTUBE - Mostly just modding tutorials right now.
TWITTER - Trying to be active here but, it's a weird platform.
TWITCH[www.twitch.tv] - For when I livestream modding and other nonsense.
Popular Discussions View All (60)
255
Oct 2, 2024 @ 10:57am
Bugs
Cython
181
1
Mar 15, 2024 @ 2:37pm
PINNED: Suggestions
Cadian BlackHammer
73
Apr 14, 2018 @ 1:06pm
PINNED: Visual Effects
Cython
4,532 Comments
McGillus May 21 @ 11:59am 
With 300.000 subscribers it baffles me they still haven't implemented a shield system.
I just had another parking accident so I am finally going to give the mod a try.
GigaCars Apr 18 @ 10:23am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3465132496 this person is claiming your work as his own
go nuke em
Mazen IIXIS Apr 9 @ 2:41am 
@bruh, if it's not THYA's script, then it's likely one of my shield scripts. I've written multiple iterations of it and I remember that at one point I had it linked up to sound block. Right now, I'm working on some APIs (right now I'm a bit stuck on one part of it) that can be used in what I'm planning on to be my final shield script iteration because I'm getting tired of rewriting my shield codes.
bruh Apr 1 @ 3:47am 
am i going insane because i swear there was a script or something years back for this that you could link to a sound block and have it play a sound when the shield got low
Sardaukai Mar 21 @ 6:27am 
@Cython
I want to change some models and script behavior (Tiered version), would it be ok for you if I reupload the mod for our server unlisted / hidden?
I tried to change it with ModAdjuster but I am not able to setup the collision boxes correct....
ingo incognito Mar 13 @ 2:09am 
anyone knows how 2 get this work on a nitrado server?
jarhead Feb 12 @ 4:41pm 
missing resource (set to null)

Textures\GUI\Icons\buttons\tool_highlight.dds
Defi Feb 4 @ 12:36pm 
Tested in a Coop Multiplayer Server with a handfull other NPC content mods and it worked just well for us.
Lucid Feb 3 @ 3:09pm 
can npcs from modular encounters spawn with energy shields?
Veles Jan 31 @ 7:56am 
The mod is not working